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186 lines
5.4 KiB
C++
186 lines
5.4 KiB
C++
/*
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* ResourceTrader.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*/
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#include "StdInc.h"
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#include "ResourceTrader.h"
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namespace NK2AI
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{
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bool ResourceTrader::trade(BuildAnalyzer & buildAnalyzer, CCallback & cc, const TResources & freeResources)
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{
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bool haveTraded = false;
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ObjectInstanceID marketId;
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// TODO: Mircea: What about outside town markets that have better rates than a single town for example?
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// Are those used anywhere? To inspect.
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for(const auto * const town : cc.getTownsInfo())
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{
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if(town->hasBuiltSomeTradeBuilding())
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{
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marketId = town->id;
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break;
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}
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}
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if(!marketId.hasValue())
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return false;
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const CGObjectInstance * obj = cc.getObj(marketId, false);
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assert(obj);
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// if (!obj)
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// return false;
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const auto * market = dynamic_cast<const IMarket *>(obj);
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assert(market);
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// if (!market)
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// return false;
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bool shouldTryToTrade = true;
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while(shouldTryToTrade)
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{
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shouldTryToTrade = false;
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buildAnalyzer.update();
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// if we favor getResourcesRequiredNow is better on short term, if we favor getTotalResourcesRequired is better on long term
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TResources missingNow = buildAnalyzer.getMissingResourcesNow(ARMY_GOLD_RATIO_PER_MAKE_TURN_PASS);
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if(missingNow.empty())
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break;
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const TResources income = buildAnalyzer.getDailyIncome();
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// We don't want to sell something that's necessary later on, though that could make short term a bit harder sometimes
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// TODO: Mircea: Consider allowing the sale of just a few resources even if necessary long term if critical short term
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// to buy a capitol for example
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TResources freeAfterMissingTotal = buildAnalyzer.getFreeResourcesAfterMissingTotal(ARMY_GOLD_RATIO_PER_MAKE_TURN_PASS);
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logAi->info(
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"ResourceTrader: Free %s. FreeAfterMissingTotal %s. MissingNow %s",
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freeResources.toString(),
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freeAfterMissingTotal.toString(),
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missingNow.toString()
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);
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if(tradeHelper(EXPENDABLE_BULK_RATIO, *market, missingNow, income, freeAfterMissingTotal, buildAnalyzer, cc))
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{
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haveTraded = true;
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shouldTryToTrade = true;
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}
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}
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return haveTraded;
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}
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bool ResourceTrader::tradeHelper(
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const float expendableBulkRatio,
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const IMarket & market,
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TResources missingNow,
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TResources income,
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TResources freeAfterMissingTotal,
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const BuildAnalyzer & buildAnalyzer,
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CCallback & cc
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)
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{
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constexpr int EMPTY = -1;
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int mostWanted = EMPTY;
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TResource mostWantedScoreNeg = std::numeric_limits<TResource>::max();
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int mostExpendable = EMPTY;
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TResource mostExpendableAmountPos = 0;
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// Find the most wanted resource
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for(int i = 0; i < missingNow.size(); ++i)
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{
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if(missingNow[i] == 0)
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continue;
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TResource score = income[i] - missingNow[i];
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if(i != GameResID::GOLD)
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{
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int givenPerUnit;
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int receivedPerUnit;
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market.getOffer(i, GameResID::GOLD, givenPerUnit, receivedPerUnit, EMarketMode::RESOURCE_RESOURCE);
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score *= receivedPerUnit;
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logAi->trace("ResourceTrader: mostWantedScoreNeg %d for %d with market receivedPerUnit %d", mostWantedScoreNeg, i, receivedPerUnit);
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}
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if(score < mostWantedScoreNeg)
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{
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mostWanted = i;
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mostWantedScoreNeg = score;
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}
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}
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// Find the most expendable resource
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for(int i = 0; i < missingNow.size(); ++i)
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{
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const TResource amountToSell = freeAfterMissingTotal[i];
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if(amountToSell == 0)
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continue;
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bool okToSell = false;
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if(i == GameResID::GOLD)
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{
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// TODO: Mircea: Check if we should negate isGoldPressureOverMax() instead
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if(income[GameResID::GOLD] > 0 && !buildAnalyzer.isGoldPressureOverMax())
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okToSell = true;
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}
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else
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{
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okToSell = true;
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}
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if(okToSell && amountToSell > mostExpendableAmountPos)
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{
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mostExpendable = i;
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mostExpendableAmountPos = amountToSell;
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}
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}
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logAi->trace(
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"ResourceTrader: mostWanted: %d, mostWantedScoreNeg %d, mostExpendable: %d, mostExpendableAmountPos %d",
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mostWanted,
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mostWantedScoreNeg,
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mostExpendable,
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mostExpendableAmountPos
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);
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if(mostExpendable == mostWanted || mostWanted == EMPTY || mostExpendable == EMPTY)
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return false;
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int givenPerUnit;
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int receivedPerUnit;
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market.getOffer(mostExpendable, mostWanted, givenPerUnit, receivedPerUnit, EMarketMode::RESOURCE_RESOURCE);
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if(!givenPerUnit || !receivedPerUnit)
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{
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logGlobal->error(
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"ResourceTrader: No offer for %d of %d, given %d, received %d. Should never happen", mostExpendable, mostWanted, givenPerUnit, receivedPerUnit
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);
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return false;
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}
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// TODO: Mircea: if 15 wood and 14 gems, gems can be used a lot more for buying other things
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if(givenPerUnit > mostExpendableAmountPos)
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return false;
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TResource multiplier = std::min(
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static_cast<int>(mostExpendableAmountPos * expendableBulkRatio / givenPerUnit),
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missingNow[mostWanted] / receivedPerUnit
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); // for gold we have to / receivedUnits, because 1 ore gives many gold units
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if(multiplier == 0) // could happen for very small values due to EXPENDABLE_BULK_RATIO
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multiplier = 1;
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const TResource givenMultiplied = givenPerUnit * multiplier;
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if(givenMultiplied > freeAfterMissingTotal[mostExpendable])
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{
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logGlobal->error("ResourceTrader: Something went wrong with the multiplier %d", multiplier);
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return false;
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}
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cc.trade(market.getObjInstanceID(), EMarketMode::RESOURCE_RESOURCE, GameResID(mostExpendable), GameResID(mostWanted), givenMultiplied);
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logAi->info("ResourceTrader: Traded %d of %s for %d receivedPerUnit of %s", givenMultiplied, mostExpendable, receivedPerUnit, mostWanted);
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return true;
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}
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} |